Hi,

I think transmitting a string for defining the texture of the models 
livery is the wrong way. It costs much memory and all you get is just 
one texture. Many models have different liveries, and the differences 
are not only just one texture. The way to define the livery with just 
one int value is much more flexible.
The idea with the "extra properties list to be transmitted" is much 
better. This should be quite easily done with the alias concept of the 
property tree. Add a few int, float and string properties to 
FGMultiplayMgr::sIdPropertyList[] in MultiPlayer\multiplaymgr.cxx like 
sim/multiplay/aircraft-specific-values/int-value[0] and 
sim/multiplay/aircraft-specific-values/float-value[19] . Define and 
initialize all the aircraft-specific-values you need for the aircraft in 
the -set file and define all the values you want to have transferred 
(e.g. "sim/doors/door[3]/position-norm") as an alias to those 
aircraft-specific-values.

Maik

AnMaster schrieb am 03.10.2007 10:06:
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> I like this idea (as an int, string may use too much bw at least if it is 
> transmitted once / update and not only when it changes). Though a way for 
> each aircraft to list a few extra properties it want to transmit would be 
> even better
>
> /AnMaster
>
> Syd&Sandy wrote:
>   
>> Hello all , 
>> Im putting forward the idea of transmitting a /sim/model/texture string 
>> property with the name of a texture for individual MP aircraft , with the 
>> idea that each MP aircraft can show its own livery without the need for 
>> multiple -set files, or a separate <texture-path> folder for each different 
>> livery .... 
>> One possible problem , if I understand correctly , might be the bandwidth 
>> limit ... 
>> I,ve tested the sim/model/variant INT with Melchior a bit , and no problems 
>> there except it seems /sim/model/variant must be initialized in the set file 
>> as type="int" before it will transmit...
>> Is there any interest in adding this funcionality from anyone else , besides 
>> myself?
>> Cheers     
>>
>>     
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